A Dazzling Mage Filled with Innate Magic
Primary Ability | Charisma |
|---|---|
Hit Point Die | D6 per Sorcerer level |
Saving Throw Proficiencies | Constitution and Charisma |
Skill Proficiencies | Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion |
Weapon Proficiencies | Simple weapons |
Armor Training | None |
Starting Equipment | Choose A or B: (A) Spear, 2 Daggers, Arcane Focus, Dungeoneer's Pack, and 28GP; or (B) 50GP |
Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can't name the origin of their power, while others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby's birth or the strike of lightning from a clear sky might spark a Sorcerer's gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.
Sorcerers don't learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source.
Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn't like to stay quiet. A Sorcerer's magic wants to be wielded.
| Level | Proficiency Bonus | Features | Cantrips Known | Max Prepared Spells | Sorcery Points | --Spell Slots per Spell Level-- | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
| 1 | +2 | Spellcasting, Eschew Materials, Innate Sorcery | 4 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
| 2 | +2 | Font of Magic, Metamagic | 4 | 4 | 2 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | +2 | 4 | 6 | 3 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
| 4 | +2 | Ability Score Improvement | 5 | 7 | 4 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | +3 | Sorcerous Restoration | 5 | 9 | 5 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | +3 | 5 | 10 | 6 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | |
| 7 | +3 | Sorcery Incarnate | 5 | 11 | 7 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 5 | 12 | 8 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | +4 | Magical Blood | 5 | 14 | 9 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | +4 | 6 | 15 | 10 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | |
| 11 | +4 | 6 | 16 | 11 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | |
| 12 | +4 | Ability Score Improvement | 6 | 16 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | +5 | 6 | 17 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 | |
| 14 | +5 | 6 | 17 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 | |
| 15 | +5 | Flows of Sorcery | 6 | 18 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | +5 | Ability Score Improvement | 6 | 18 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | +6 | 6 | 19 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
| 18 | +6 | 6 | 20 | 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
| 19 | +6 | Ability Score Improvement | 6 | 21 | 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Arcane Apotheosis | 6 | 22 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Drawing from your innate magic, you can cast spells. See the rules on spellcasting. The information below details how you use those rules with Sorcerer spells, which appear in the Sorcerer spell list later in the class's description.
Cantrips. You know four Sorcerer cantrips of your choice. Light, Prestidigitation, Shocking Grasp, and Sorcerous Burst are recommended.
Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.
When you reach Sorcerer levels 4 and 10, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips column of the Sorcerer Features table.
Spell Slots. The Sorcerer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Sorcerer spells. Burning Hands and Detect Magic are recommended.
The number of spells on your list increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer Features table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Sorcerer, your list of prepared spells can include six Sorcerer spells of level 1 or 2 in any combination.
If another Sorcerer feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise coutn as Sorcerer spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Sorcerer spells for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Sorcerer spells.
A sorcerer does not require Material (M) components for their Sorcerer spells. If you cast a Sorcerer spell with a Material (M) component that is 50 gold (gp) in value or less, you do not need to provide that component. This amount increases by 50 gold (gp) per level in this class. If you reduce the gold (gp) cost to 0 you do not need to supply the Material (M) component, even if it would normally be consumed.
An event in your past left an indelible mark on you, infusing you with simmering magic: your Innate Sorcery. You have a number of uses of your Innate Sorcery equal to your Proficiency Bonus. As a Bonus Action, you can expend any number of these uses to unleash that magic for 1 minute or until you use this feature again, during which you gain the following benefits:
Save DC Bonus. The spell save DC of your Sorcerer spells increases by the number of uses expended.
Spell Attack Advantage. You have Advantage on the attack rolls of Sorcerer spells you cast.
You regain all expended uses of this feature when you finish a Long Rest.
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can't have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
| Spell Slot Level | Sorcery Point Cost | Min. Sorcerer Level |
|---|---|---|
| 1st | 2 | 2 |
| 2nd | 3 | 3 |
| 3rd | 5 | 5 |
| 4th | 6 | 7 |
| 5th | 7 | 9 |
Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from "Metamagic Options". You use the chosen options to temprarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options. At Sorcerer level 17, this restriction no longer applies.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don't know. You gain one more option at Sorcerer levels 6, 10,13, and 17.
Foundry Note
You will be prompted to choose Metamagic options as you level up.
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (rounded down). Once you use this feature, you can't do so again until you finish a Long Rest.
Foundry Note
This feature includes 1 free use per Long Rest. Use it to automatically regain the correct number of Sorcery Points.
If you have no uses of Innate Sorcery left, you can spend 2 Sorcery Points to regain one use of it (no action required).
In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.
You can apply a Metamagic option you do not know to any of your Sorcerer subclass spells but it costs one additional Sorcery Point.
When you roll for Initiative and have no Sorcery Points remaining, you regain a number of Sorcery Points equal to your Charisma modifier (minimum of 1).
Once you use this feature you cannot usei it again until you complete a Long Rest.
While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
Foundry Note
Uncheck the Consumption option when using Metamagic options you would like to use for free.
Wield Unnatural Psionic Power
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?
Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm's warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole's psionic power is yours. However you acquired this power, your mind is aflame with it.
| Level | Features |
|---|---|
| 3 | Psionic Spells, Telepathic Speech, Psychic Certainty |
| 6 | Psionic Sorcery, Psychic Defenses |
| 14 | Revelation in Flesh |
| 18 | Warping Implosion |
When you reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
| 3 | Arms of Hadar, Calm Emotions, Detect Thoughts, Dissonant Whispers, Mind Sliver |
| 5 | Hunger of Hadar, Sending |
| 7 | Black Tentacles, Summon Aberration |
| 9 | Telekinesis, Telepathic Bond |
You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself. You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile, currently: @abilities.cha.mod). To understand each other, you each must mentally use a language the other knows.
The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature.
The magic in your blood radiates psychic force. While under the effect of Innate Sorcery you gain the following additional benefits:
When you cast any level 1+ spell from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the spell's level. If you cast the spell using Sorcery Points, it requires no Verbal or Somatic components, and it requires no Material components, unless they are consumed by the spell or have a cost specified in it.
Foundry Note
The Expend Sorcery Points activity will allow you to select how many Sorcery Points to expend. You can then cast the spell and uncheck the "Consume Spell Slot" option.
You gain Resistance to Psychic damage, and you have Advantage on saving throws avoid or end the Charmed or Frightened condition.
Foundry Note
You will receive the Psychic damage resistance as you level up. The Advantage on saving throws is not automated.
You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you can gain one of the following benefits of your choice, the effects of which last until the alteration ends.
Aquatic Adaptation. You gain a Swim Speed equal to twice your Speed, and you can breathe underwater. Gills grow from your neck or flare behind your ears, and your fingers become webbed or you grow wriggling cilia.
Glistening Flight. You gain a Fly Speed equal to your Speed, and you can hover. As you fly, your skin glistens with mucus or otherworldly light.
See the Invisible. You can see any Invisible creature within 60 feet of yourself that isn't behind Total Cover. Your eyes also turn black or become writhing sensory tendrils.
Wormlike Movement. Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch, and you can spend 5 feet of movement to escape from nonmagical restraints or the grappled condition.
You can unleash a space-warping anomaly. As a Magic action, you teleport to an unoccupied space you can see within 120 feet of yourself. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 Force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage only.
Once you use this feature, you can't do so again until you finish a Long Rest, unless you spend 5 Sorcery Points (no action required) to restore your use of it.
Channel Cosmic Forces of Order
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like itâ€"a plane of existence shaped entirely by clockwork efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it's part of a vast and glorious system.
| Level | Features |
|---|---|
| 3 | Clockwork Spells, Restore Balance |
| 6 | Bastion of Law |
| 14 | Trance of Order |
| 18 | Clockwork Cavalcade |
When you reach a Sorcerer level specified in the Clockwork Spells table, you thereafter always have the listed spells prepared.
|
In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your Sorcerer spells.
| d6 | Origin |
|---|---|
| 1 | Spectral cogwheels hover behind you. |
| 2 | The hands of a clock spin in your eyes. |
| 3 | Your skin glows with a brassy sheen. |
| 4 | Floating equations and geometric objects overlay your body. |
| 5 | Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism. |
| 6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic. |
Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from being affected by Advantage and Disadvantage.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a Magic action, you can expend 1 to 5 Sorcery Points to create a magical ward around yourself or another creature you can see within 30 feet of yourself. The ward is represented by a number of d8s equal to the number of Sorcery Points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
The ward lasts until you finish a long rest or until you use this feature again.
Foundry Note
The Expend Sorcery Points activity allows you to expend the desired number of Sorcery Points. It includes an Active Effect which can be used for tracking the warded creature. It also includes a "Ward Die" roll which rolls 1d8. You will have to manually track the number of dice available.
You gain the ability to align your consciousness with the endless calculations of Mechanus. As a Bonus Action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from Advantage, and whenever you make a D20 Test, you can treat a roll of 9 or lower on the d20 as a 10.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you spend 5 Sorcery Points (no action required) to restore your use of it.
Foundry Note
The Enter Trance (Free) activity includes one free use.
The Enter Trance (Sorcery Points) activity will expend five Sorcery Points.
The minimum roll is not automated.
You momentarily summon spirits of order to expunge disorder around you. As a Magic action, you summon the spirits in a 30-foot Cube originating from you. The spirits look like modrons or other Cof your choice. The spirits are intangible and invulnerable, and they create the effects below within the Cube before vanishing. Once you use this action, you can't use it again until you finish a Long Rest, unless you spend 7 Sorcery Points (no action required) to restore your use of it.
Heal. The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the Cube.
Repair. Any damaged objects entirely in the Cube are repaired instantly.
Dispel. Every spell of level 6 lower ends on creatures and objects of your choice in the Cube.
Foundry Note
The Cavalcade (Free) activity includes a free use and the Cavalcade (Sorcery Points) activity expends the correct number of Sorcery Points. Both include a teplate for tracking the impacted area.
Breathe the Magic of Dragons
Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons' power. Or perhaps you handled a treasure taken from a dragon's hoard that was steeped in draconic power. Or you might have a dragon for an ancestor.
| Level | Features |
|---|---|
| 3 | Dragon Magic, Dragon Ancestor, Draconic Resilience* |
| 6 | Deep Bellows, Elemental Affinity |
| 14 | Dragon Wings |
| 18 | Draconic Presence |
When you reach a Sorcerer level specified in the Dragon Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Alter Self, Chromatic Orb, Command, Dragon's Breath |
| 5 | Fear, Fly |
| 7 | Arcane Eye, Charm Monster |
| 9 | Circle of Power, Legend Lore |
You choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain with this sorcerous origin.
| Dragon | Damage Type |
|---|---|
Black, Copper | Acid |
Blue, Bronze | Lightning |
Brass, Gold, Red | Fire |
Gray | Psychic |
Green, Nickel | Poison |
Indigo | Radiant |
Orange | Thunder |
Silver, White | Cold |
Violet | Force |
Yellow | Necrotic |
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your Proficiency Bonus is doubled if it applies to the check. If you already know Draconic, you can learn one other language of your choice.
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
Parts of you are also are covered by dragon-like scales. While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
You gain resistance to the damage type associated with your draconic ancestry.
While under the effect of Innate Sorcery you can take a Magic action to exhale the draconic energies within you much like a dragon's breath weapon. Your draconic ancestry determines the damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. You can choose the area of your breath weapon to be a 5 by 30 ft. line or 15 ft. cone each time you use the feature.
The DC for this saving throw equals 8 plus your Charisma modifier plus your Proficiency Bonus. The damage dealt scales with the number of Innate Sorcery uses expended to unleash it and your Sorcerer level. See the Deep Bellows Damage table for the damage dealt.
| Innate Sorcery Uses Expended | Breath Damage |
| 1 | Sorcerer level x d6 |
| 2 | Sorcerer level x d8 |
| 3 | Sorcerer level x d10 |
| 4 | Sorcerer level x d12 |
| 5 | 2 x Sorcerer level x d6 |
| 6+ | 2 x Sorcerer level x d8 |
You can use this breath weapon once per usage of your Innate Sorcery feature, unless you cast a level 2+ Sorcerer spell to recharge this feature.
When you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell.
If you cast a spell that deals Acid, Lightning, Fire, Poison or Cold damage that is not associated with your draconic ancestry, you may change the damage type to match your draconic ancestry. If you do so, you can add your Charisma modifier to a damage roll.
As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for an hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.
Once you use this feature, you can't use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
Foundry Note
The Dragon Wings activity includes an Active Effect that grants you a Fly Speed of 60 feet.
The Restore Use activity can be used to expend the Sorcery Points to restore a use of the Dragon Wings activity.
You can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As a Magic action, you can spend 5 Sorcery Points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you dismiss this ability as a Bonus Action, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be Charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.
The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
| [[/r d6]] | Quirk |
|---|---|
| 1 | You are always icy cold to the touch. |
| 2 | When you are asleep, you don't appear to breathe (though you must still breathe to survive). |
| 3 | You barely bleed, even when badly injured. |
| 4 | Your heart beats once per minute. This event sometimes surprises you. |
| 5 | You have trouble remembering that living creatures and corpses should be treated differently. |
| 6 | You blinked. Once. Last week. |
| Level | Features |
|---|---|
| 3 | Shadow Spells, Eyes of the Dark, Native Darkness |
| 6 | Spirit of Ill Omen |
| 14 | Shadow Walk |
| 18 | Umbral Form |
When you reach a Sorcerer level specified in the Shadow Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Bane, Inflict Wounds, Pass without Trace, Spectral Hand |
| 5 | Hunger of Hadar, Phantom Steed |
| 7 | Black Tentacles, Phantasmal Killer |
| 9 | Antilife Shell, Seeming |
Your relationship with shadows affects how you see the world. You gain the following benefits.
Enhanced Darkvision. You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself.
Blindsight. You have Blindsight with a range of 10 feet.
The darkness that fuels your sorcery is unleashed into the world. While under the effect of Innate Sorcery, you gain the following additional benefits:
Enhanced Blindsight. The range of the Blindsight from your Eyes of the Dark is increased to a number of feet equal to 5 times your Proficiency Bonus.
Allied Darkvision. Creatures of your choice within 15 feet of you can see normally in Dim Light and Darkness—both magical and nonmagical—within 60 feet of them.
Obscuration. You are Heavily Obscured to creatures that cannot see through magical darkness unless thay are within 15 feet of you.
You gain the ability to call forth a spirit of darkness to harass your foes. As a Bonus Action (which is considered a Magic Action), you can spend 3 Sorcery Points to magically summon a Spirit of Ill Omen to target one creature you can see within 120 feet of you. The spirit appears in an unoccupied space of your choice within 30 feet of the target.
On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The spirit can make Opportunity Attacks, but only against its target. Additionally, while the spirit is within 5 feet of the target, the target has Disadvantage on saving throws against any spell you cast. The spirit disappears if it is reduced to 0 Hit Points, if its target is reduced to 0 Hit Points, or after 10 minutes.
See the creature's game statistics in the Spirit of Ill Omen stat block, which uses your Proficiency Bonus in several places. You determine the spirit's appearance.
While your Innate Sorcery feature is active, it gains the following benefits:
Extra Defenses. Its saving throws and AC are increased equal to your Save DC Bonus from Innate Sorcery.
Advantage Attacks. The spirit makes its attack rolls at Advantage.
Unflinching Tracker. At the start of its turn, the spirit automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
You and your Spirit of Ill Omen gain the ability to step from one shadow into another. When you are in dim light or darkness, as a Bonus Action (which is considered a Magic Action), you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
As a Bonus Action (which is considered a Magic Action) you adopt a shadowy form and gain the following benefits for 1 minute, until you have the Incapacitated condition, or until you end the form (no action required).
Incorporeal Movement. You can move through other creatures and objects as if they were difficult terrain. You take 5 Force damage if you end your turn inside an object.
Umbral Resistance. You have Resistance to all damage except Force and Radiant damage.
Once you use this feature, you cannot use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.
Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
| Level | Features |
|---|---|
| 3 | Storm Magic, Tempestuous Magic, Wind Speaker |
| 6 | Heart of the Storm, Storm Guide |
| 14 | Ride the Lightning |
| 18 | Wind Soul |
When you reach a Sorcerer level specified in the Storm Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Fog Cloud, Gust of Wind, Thunderwave, Warding Wind |
| 5 | Call Lightning, Wind Wall |
| 7 | Freedom of Movement, Hallucinatory Terrain |
| 9 | Control Winds, Mislead |
You can use a Bonus Action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a level 1+ spell. Doing so allows you to fly up to 10 feet without provoking Opportunity Attacks.
The arcane magic you command is infused with elemental air or primal static. While under the effect of Innate Sorcery you gain the following additional benefits:
Shocking Magic. Creatures that take Lightning or Thunder damage from your spells are unable to take Reactions until the end of their next turn.
Dazzling Force. Creatures that take Lightning or Thunder damage from your your level 1+ spells from a Critical Hit or by failing a saving throw by 5 or more, they have the Dazed condition until the start of your next turn. The target cannot be Dazed in this way if they have Resistance to the damage taken.
Arcane Currents. Your Tempestuous Magic flying movement is 5 times your Proficiency Bonus feet without provoking Opportunity Attacks.
You gain Resistance to Lightning and Thunder damage. In addition, whenever you start casting a level 1+ spell that deals Lightning or Thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 30 feet of you to take Lightning or Thunder damage (choose each time this ability activates) equal to half your Sorcerer level.
You gain the ability to subtly control the weather around you.
If it is raining, you can use a Magic action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a Bonus Action.
If it is windy, you can use a Bonus Action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
On your turn when you complete casting a level 1+ spell that deals Lightning or Thunder damage, you can spend 1 Sorcery Point to teleport to an unoccupied space in the area of effect of that spell or within 5 feet of a target of that spell.
You gain Immunity to Lightning and Thunder damage.
You also gain a Fly Speed of 60 feet. As a Magic action, you can reduce your Fly Speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal twice your Charisma modifier. The chosen creatures gain a Fly Speed of 30 feet for 1 hour. Once you reduce your Fly Speed in this way, you can't do so again until you finish a Short or Long Rest, unless you spend 5 Sorcery Points (no action required) to restore your use of it.
Unleash Chaotic Magic
Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.
| Level | Features |
|---|---|
| 3 | Wild Spells, Wild Magic Surge, Tides of Chaos |
| 6 | Bend Luck |
| 14 | Controlled Chaos |
| 18 | Tamed Surge |
When you reach a Sorcerer level specified in the Wild Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
| 3 | Alter Self, Color Spray, Enhance Ability, Feather Fall, Thaumaturgy |
| 5 | Blink, Protection from Energy |
| 7 | Compulsion, Dimension Door |
| 9 | Animate Objects, Mislead |
Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll a d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect. If the magical effect is a spell, it is too wild to be affected by your Metamagic.
While under the effect of your Innate Sorcery, you instead roll a d12. If you roll a 7+, roll on the Wild Magic Surge table to create a magical effect. Once you release the surge, the chance of releasing another surge is reduced. Now you consult the Wild Magic Surge table on a roll of 8+. If you produce another surge, afterwards, consult the Wild Magic table if you roll a 9+. This continues further with 10+, then 11+. Eventually the you will consult the Wild Magic table only if you roll a 12.
You can manipulate chaos to gain yourself Advantage on one D20 Test before you roll the d20. Once you do so, you must cast a Sorcerer spell with a spell slot or finish a Long Rest before you can use this feature again.
If you do cast a Sorcerer spell with a spell slot before you finish a Long Rest, you automatically roll on the Wild Magic Surge table.
You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the d20 for a D20 Test, you can take a Reaction and spend 2 Sorcery Points to roll 1d12 and apply the number rolled as a bonus or penalty (your choice) to the d20 roll.
You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
Immediately after you cast a Sorcerer spell with a spell slot, you can create an effect of your choice from the Wild Magic Surge table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it.
Once you use this feature, you can't do so again until you finish a Long Rest.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
| Level | Features |
|---|---|
| 3 | Divine Magic, Favored by the Gods, Arcana Domain Spells |
| 6 | Empowered Healing |
| 14 | Otherworldly Wings |
| 18 | Unearthly Recovery |
You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table. The spells are based on the Domain to choose. Each of these spells counts as a Sorcerer spell for you. Once you gain a Divine Spell, you always have it prepared, and it does not count against the number of spells you can prepare each day.
When your Spellcasting feature lets you learn or replace a Sorcerer cantrip, you can choose the new spell from the Cleric cantrip spell list or the Sorcerer cantrip spell list.
Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Cleric spell list.
Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you cannot use it again until you finish a Short or Long Rest, unless you spend 3 Sorcery Points to use it again.
When you reach a Sorcerer level specified in the Arcana Domain Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Arcanist's Magic Aura, Detect Magic, Magic Missile, Silence |
| 5 | Dispel Magic, Magic Circle |
| 7 | Arcane Eye, Resilient Sphere |
| 9 | Telekinesis, Teleportation Circle |
The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of Hit Points a spell restores, you can spend 1 Sorcery Point to reroll any number of those dice once, provided you don't have the incapacitated condition. You can use this feature only once per turn.
Additionally, while under the effect of Innate Sorcery, this range increases to 30 feet and the healing is increased by the spell's level times the Save DC Bonus of your Innate Sorcery.
As a Bonus Action (which is considered a Magic acction), you manifest spectral wings. While the wings are present, you have a Fly Speed equal to double your current Speed amd are immune to the Prone condition. The wings last until you have the incapacitated, you die, or you dismiss them (no action required).
The spark of the divine in you grants the ability to overcome fatigue and grievous injuries. You do not suffer Exhaustion from dropping to 0 Hit Points, and whenever you decrease your Exhaustion level, decrease it by an additional 1.
You gain the ability to overcome grievous injuries. As a Bonus Action when you have fewer than half of your Hit Points remaining, you can regain a number of Hit Points equal to half your Hit Point maximum.
Once you use this feature, you cannot use it again until you finish a Long Rest.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
| Level | Features |
|---|---|
| 3 | Divine Magic, Favored by the Gods, Death Domain Spells |
| 6 | Empowered Healing |
| 14 | Otherworldly Wings |
| 18 | Unearthly Recovery |
You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table. The spells are based on the Domain to choose. Each of these spells counts as a Sorcerer spell for you. Once you gain a Divine Spell, you always have it prepared, and it does not count against the number of spells you can prepare each day.
When your Spellcasting feature lets you learn or replace a Sorcerer cantrip, you can choose the new spell from the Cleric cantrip spell list or the Sorcerer cantrip spell list.
Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Cleric spell list.
Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you cannot use it again until you finish a Short or Long Rest, unless you spend 3 Sorcery Points to use it again.
When you reach a Sorcerer level specified in the Death Domain Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Blindness/Deafness, False Life, Ray of Enfeeblement, Ray of Sickness |
| 5 | Animate Dead, Vampiric Touch |
| 7 | Blight, Death Ward |
| 9 | Antilife Shell, Cloudkill |
The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of Hit Points a spell restores, you can spend 1 Sorcery Point to reroll any number of those dice once, provided you don't have the incapacitated condition. You can use this feature only once per turn.
Additionally, while under the effect of Innate Sorcery, this range increases to 30 feet and the healing is increased by the spell's level times the Save DC Bonus of your Innate Sorcery.
As a Bonus Action (which is considered a Magic acction), you manifest spectral wings. While the wings are present, you have a Fly Speed equal to double your current Speed amd are immune to the Prone condition. The wings last until you have the incapacitated, you die, or you dismiss them (no action required).
The spark of the divine in you grants the ability to overcome fatigue and grievous injuries. You do not suffer Exhaustion from dropping to 0 Hit Points, and whenever you decrease your Exhaustion level, decrease it by an additional 1.
You gain the ability to overcome grievous injuries. As a Bonus Action when you have fewer than half of your Hit Points remaining, you can regain a number of Hit Points equal to half your Hit Point maximum.
Once you use this feature, you cannot use it again until you finish a Long Rest.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
| Level | Features |
|---|---|
| 3 | Divine Magic, Favored by the Gods, Forge Domain Spells |
| 6 | Empowered Healing |
| 14 | Otherworldly Wings |
| 18 | Unearthly Recovery |
You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table. The spells are based on the Domain to choose. Each of these spells counts as a Sorcerer spell for you. Once you gain a Divine Spell, you always have it prepared, and it does not count against the number of spells you can prepare each day.
When your Spellcasting feature lets you learn or replace a Sorcerer cantrip, you can choose the new spell from the Cleric cantrip spell list or the Sorcerer cantrip spell list.
Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Cleric spell list.
Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you cannot use it again until you finish a Short or Long Rest, unless you spend 3 Sorcery Points to use it again.
When you reach a Sorcerer level specified in the Forge Domain Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Heat Metal, Identify, Magic Weapon, Searing Smite |
| 5 | Elemental Weapon, Protection from Energy |
| 7 | Fabricate, Wall of Fire |
| 9 | Animate Objects, Creation |
The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of Hit Points a spell restores, you can spend 1 Sorcery Point to reroll any number of those dice once, provided you don't have the incapacitated condition. You can use this feature only once per turn.
Additionally, while under the effect of Innate Sorcery, this range increases to 30 feet and the healing is increased by the spell's level times the Save DC Bonus of your Innate Sorcery.
As a Bonus Action (which is considered a Magic acction), you manifest spectral wings. While the wings are present, you have a Fly Speed equal to double your current Speed amd are immune to the Prone condition. The wings last until you have the incapacitated, you die, or you dismiss them (no action required).
The spark of the divine in you grants the ability to overcome fatigue and grievous injuries. You do not suffer Exhaustion from dropping to 0 Hit Points, and whenever you decrease your Exhaustion level, decrease it by an additional 1.
You gain the ability to overcome grievous injuries. As a Bonus Action when you have fewer than half of your Hit Points remaining, you can regain a number of Hit Points equal to half your Hit Point maximum.
Once you use this feature, you cannot use it again until you finish a Long Rest.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
| Level | Features |
|---|---|
| 3 | Divine Magic, Favored by the Gods, Grave Domain Spells |
| 6 | Empowered Healing |
| 14 | Otherworldly Wings |
| 18 | Unearthly Recovery |
You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table. The spells are based on the Domain to choose. Each of these spells counts as a Sorcerer spell for you. Once you gain a Divine Spell, you always have it prepared, and it does not count against the number of spells you can prepare each day.
When your Spellcasting feature lets you learn or replace a Sorcerer cantrip, you can choose the new spell from the Cleric cantrip spell list or the Sorcerer cantrip spell list.
Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Cleric spell list.
Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you cannot use it again until you finish a Short or Long Rest, unless you spend 3 Sorcery Points to use it again.
When you reach a Sorcerer level specified in the Grave Domain Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Bane, False Life, Gentle Repose, Ray of Enfeeblement |
| 5 | Revivify, Vampiric Touch |
| 7 | Blight, Death Ward |
| 9 | Antilife Shell, Raise Dead |
The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of Hit Points a spell restores, you can spend 1 Sorcery Point to reroll any number of those dice once, provided you don't have the incapacitated condition. You can use this feature only once per turn.
Additionally, while under the effect of Innate Sorcery, this range increases to 30 feet and the healing is increased by the spell's level times the Save DC Bonus of your Innate Sorcery.
As a Bonus Action (which is considered a Magic acction), you manifest spectral wings. While the wings are present, you have a Fly Speed equal to double your current Speed amd are immune to the Prone condition. The wings last until you have the incapacitated, you die, or you dismiss them (no action required).
The spark of the divine in you grants the ability to overcome fatigue and grievous injuries. You do not suffer Exhaustion from dropping to 0 Hit Points, and whenever you decrease your Exhaustion level, decrease it by an additional 1.
You gain the ability to overcome grievous injuries. As a Bonus Action when you have fewer than half of your Hit Points remaining, you can regain a number of Hit Points equal to half your Hit Point maximum.
Once you use this feature, you cannot use it again until you finish a Long Rest.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
| Level | Features |
|---|---|
| 3 | Divine Magic, Favored by the Gods, Knowledge Domain Spells |
| 6 | Empowered Healing |
| 14 | Otherworldly Wings |
| 18 | Unearthly Recovery |
You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table. The spells are based on the Domain to choose. Each of these spells counts as a Sorcerer spell for you. Once you gain a Divine Spell, you always have it prepared, and it does not count against the number of spells you can prepare each day.
When your Spellcasting feature lets you learn or replace a Sorcerer cantrip, you can choose the new spell from the Cleric cantrip spell list or the Sorcerer cantrip spell list.
Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Cleric spell list.
Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you cannot use it again until you finish a Short or Long Rest, unless you spend 3 Sorcery Points to use it again.
When you reach a Sorcerer level specified in the Knowledge Domain Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Augury, Command, Identify, Suggestion |
| 5 | Nondetection, Speak with Dead |
| 7 | Arcane Eye, Confusion |
| 9 | Legend Lore, Scrying |
The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of Hit Points a spell restores, you can spend 1 Sorcery Point to reroll any number of those dice once, provided you don't have the incapacitated condition. You can use this feature only once per turn.
Additionally, while under the effect of Innate Sorcery, this range increases to 30 feet and the healing is increased by the spell's level times the Save DC Bonus of your Innate Sorcery.
As a Bonus Action (which is considered a Magic acction), you manifest spectral wings. While the wings are present, you have a Fly Speed equal to double your current Speed amd are immune to the Prone condition. The wings last until you have the incapacitated, you die, or you dismiss them (no action required).
The spark of the divine in you grants the ability to overcome fatigue and grievous injuries. You do not suffer Exhaustion from dropping to 0 Hit Points, and whenever you decrease your Exhaustion level, decrease it by an additional 1.
You gain the ability to overcome grievous injuries. As a Bonus Action when you have fewer than half of your Hit Points remaining, you can regain a number of Hit Points equal to half your Hit Point maximum.
Once you use this feature, you cannot use it again until you finish a Long Rest.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
| Level | Features |
|---|---|
| 3 | Divine Magic, Favored by the Gods, Life Domain Spells |
| 6 | Empowered Healing |
| 14 | Otherworldly Wings |
| 18 | Unearthly Recovery |
You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table. The spells are based on the Domain to choose. Each of these spells counts as a Sorcerer spell for you. Once you gain a Divine Spell, you always have it prepared, and it does not count against the number of spells you can prepare each day.
When your Spellcasting feature lets you learn or replace a Sorcerer cantrip, you can choose the new spell from the Cleric cantrip spell list or the Sorcerer cantrip spell list.
Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Cleric spell list.
Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you cannot use it again until you finish a Short or Long Rest, unless you spend 3 Sorcery Points to use it again.
When you reach a Sorcerer level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Bless, Cure Wounds, Lesser Restoration, Spiritual Weapon |
| 5 | Beacon of Hope, Revivify |
| 7 | Death Ward, Guardian of Faith |
| 9 | Mass Cure Wounds, Raise Dead |
The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of Hit Points a spell restores, you can spend 1 Sorcery Point to reroll any number of those dice once, provided you don't have the incapacitated condition. You can use this feature only once per turn.
Additionally, while under the effect of Innate Sorcery, this range increases to 30 feet and the healing is increased by the spell's level times the Save DC Bonus of your Innate Sorcery.
As a Bonus Action (which is considered a Magic acction), you manifest spectral wings. While the wings are present, you have a Fly Speed equal to double your current Speed amd are immune to the Prone condition. The wings last until you have the incapacitated, you die, or you dismiss them (no action required).
The spark of the divine in you grants the ability to overcome fatigue and grievous injuries. You do not suffer Exhaustion from dropping to 0 Hit Points, and whenever you decrease your Exhaustion level, decrease it by an additional 1.
You gain the ability to overcome grievous injuries. As a Bonus Action when you have fewer than half of your Hit Points remaining, you can regain a number of Hit Points equal to half your Hit Point maximum.
Once you use this feature, you cannot use it again until you finish a Long Rest.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
| Level | Features |
|---|---|
| 3 | Divine Magic, Favored by the Gods, Light Domain Spells |
| 6 | Empowered Healing |
| 14 | Otherworldly Wings |
| 18 | Unearthly Recovery |
You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table. The spells are based on the Domain to choose. Each of these spells counts as a Sorcerer spell for you. Once you gain a Divine Spell, you always have it prepared, and it does not count against the number of spells you can prepare each day.
When your Spellcasting feature lets you learn or replace a Sorcerer cantrip, you can choose the new spell from the Cleric cantrip spell list or the Sorcerer cantrip spell list.
Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Cleric spell list.
Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you cannot use it again until you finish a Short or Long Rest, unless you spend 3 Sorcery Points to use it again.
When you reach a Sorcerer level specified in the Light Domain Spells yable, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Burning Hands, Faerie Fire, Flaming Sphere, Scorching Ray |
| 5 | Daylight, Fireball |
| 7 | Guardian of Faith, Wall of Fire |
| 9 | Flame Strike, Scrying |
The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of Hit Points a spell restores, you can spend 1 Sorcery Point to reroll any number of those dice once, provided you don't have the incapacitated condition. You can use this feature only once per turn.
Additionally, while under the effect of Innate Sorcery, this range increases to 30 feet and the healing is increased by the spell's level times the Save DC Bonus of your Innate Sorcery.
As a Bonus Action (which is considered a Magic acction), you manifest spectral wings. While the wings are present, you have a Fly Speed equal to double your current Speed amd are immune to the Prone condition. The wings last until you have the incapacitated, you die, or you dismiss them (no action required).
The spark of the divine in you grants the ability to overcome fatigue and grievous injuries. You do not suffer Exhaustion from dropping to 0 Hit Points, and whenever you decrease your Exhaustion level, decrease it by an additional 1.
You gain the ability to overcome grievous injuries. As a Bonus Action when you have fewer than half of your Hit Points remaining, you can regain a number of Hit Points equal to half your Hit Point maximum.
Once you use this feature, you cannot use it again until you finish a Long Rest.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
| Level | Features |
|---|---|
| 3 | Divine Magic, Favored by the Gods, Nature Domain Spells |
| 6 | Empowered Healing |
| 14 | Otherworldly Wings |
| 18 | Unearthly Recovery |
You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table. The spells are based on the Domain to choose. Each of these spells counts as a Sorcerer spell for you. Once you gain a Divine Spell, you always have it prepared, and it does not count against the number of spells you can prepare each day.
When your Spellcasting feature lets you learn or replace a Sorcerer cantrip, you can choose the new spell from the Cleric cantrip spell list or the Sorcerer cantrip spell list.
Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Cleric spell list.
Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you cannot use it again until you finish a Short or Long Rest, unless you spend 3 Sorcery Points to use it again.
When you reach a Sorcerer level specified in the Nature Domain Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Animal FriendshipBarkskin, Speak with Animals, Spike Growth |
| 5 | Plant Growth, Wind Wall |
| 7 | Dominate Beast, Grasping Vine |
| 9 | Destructive Wave, Tree Stride |
The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of Hit Points a spell restores, you can spend 1 Sorcery Point to reroll any number of those dice once, provided you don't have the incapacitated condition. You can use this feature only once per turn.
Additionally, while under the effect of Innate Sorcery, this range increases to 30 feet and the healing is increased by the spell's level times the Save DC Bonus of your Innate Sorcery.
As a Bonus Action (which is considered a Magic acction), you manifest spectral wings. While the wings are present, you have a Fly Speed equal to double your current Speed amd are immune to the Prone condition. The wings last until you have the incapacitated, you die, or you dismiss them (no action required).
The spark of the divine in you grants the ability to overcome fatigue and grievous injuries. You do not suffer Exhaustion from dropping to 0 Hit Points, and whenever you decrease your Exhaustion level, decrease it by an additional 1.
You gain the ability to overcome grievous injuries. As a Bonus Action when you have fewer than half of your Hit Points remaining, you can regain a number of Hit Points equal to half your Hit Point maximum.
Once you use this feature, you cannot use it again until you finish a Long Rest.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
| Level | Features |
|---|---|
| 3 | Divine Magic, Favored by the Gods, Order Domain Spells |
| 6 | Empowered Healing |
| 14 | Otherworldly Wings |
| 18 | Unearthly Recovery |
You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table. The spells are based on the Domain to choose. Each of these spells counts as a Sorcerer spell for you. Once you gain a Divine Spell, you always have it prepared, and it does not count against the number of spells you can prepare each day.
When your Spellcasting feature lets you learn or replace a Sorcerer cantrip, you can choose the new spell from the Cleric cantrip spell list or the Sorcerer cantrip spell list.
Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Cleric spell list.
Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you cannot use it again until you finish a Short or Long Rest, unless you spend 3 Sorcery Points to use it again.
When you reach a Sorcerer level specified in the Order Domain Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Command, Heroism, Hold Person, Zone of Truth |
| 5 | Mass Healing Word, Slow |
| 7 | Compulsion, Locate Creature |
| 9 | Commune, Dominate Person |
The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of Hit Points a spell restores, you can spend 1 Sorcery Point to reroll any number of those dice once, provided you don't have the incapacitated condition. You can use this feature only once per turn.
Additionally, while under the effect of Innate Sorcery, this range increases to 30 feet and the healing is increased by the spell's level times the Save DC Bonus of your Innate Sorcery.
As a Bonus Action (which is considered a Magic acction), you manifest spectral wings. While the wings are present, you have a Fly Speed equal to double your current Speed amd are immune to the Prone condition. The wings last until you have the incapacitated, you die, or you dismiss them (no action required).
The spark of the divine in you grants the ability to overcome fatigue and grievous injuries. You do not suffer Exhaustion from dropping to 0 Hit Points, and whenever you decrease your Exhaustion level, decrease it by an additional 1.
You gain the ability to overcome grievous injuries. As a Bonus Action when you have fewer than half of your Hit Points remaining, you can regain a number of Hit Points equal to half your Hit Point maximum.
Once you use this feature, you cannot use it again until you finish a Long Rest.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
| Level | Features |
|---|---|
| 3 | Divine Magic, Favored by the Gods, Peace Domain Spells |
| 6 | Empowered Healing |
| 14 | Otherworldly Wings |
| 18 | Unearthly Recovery |
You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table. The spells are based on the Domain to choose. Each of these spells counts as a Sorcerer spell for you. Once you gain a Divine Spell, you always have it prepared, and it does not count against the number of spells you can prepare each day.
When your Spellcasting feature lets you learn or replace a Sorcerer cantrip, you can choose the new spell from the Cleric cantrip spell list or the Sorcerer cantrip spell list.
Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Cleric spell list.
Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you cannot use it again until you finish a Short or Long Rest, unless you spend 3 Sorcery Points to use it again.
When you reach a Sorcerer level specified in the Peace Domain Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Aid, Heroism, Sanctuary, Warding Bond |
| 5 | Beacon of Hope, Sending |
| 7 | Aura of Purity, Resilient Sphere |
| 9 | Greater Restoration, Telepathic Bond |
The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of Hit Points a spell restores, you can spend 1 Sorcery Point to reroll any number of those dice once, provided you don't have the incapacitated condition. You can use this feature only once per turn.
Additionally, while under the effect of Innate Sorcery, this range increases to 30 feet and the healing is increased by the spell's level times the Save DC Bonus of your Innate Sorcery.
As a Bonus Action (which is considered a Magic acction), you manifest spectral wings. While the wings are present, you have a Fly Speed equal to double your current Speed amd are immune to the Prone condition. The wings last until you have the incapacitated, you die, or you dismiss them (no action required).
The spark of the divine in you grants the ability to overcome fatigue and grievous injuries. You do not suffer Exhaustion from dropping to 0 Hit Points, and whenever you decrease your Exhaustion level, decrease it by an additional 1.
You gain the ability to overcome grievous injuries. As a Bonus Action when you have fewer than half of your Hit Points remaining, you can regain a number of Hit Points equal to half your Hit Point maximum.
Once you use this feature, you cannot use it again until you finish a Long Rest.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
| Level | Features |
|---|---|
| 3 | Divine Magic, Favored by the Gods, Tempest Domain Spells |
| 6 | Empowered Healing |
| 14 | Otherworldly Wings |
| 18 | Unearthly Recovery |
You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table. The spells are based on the Domain to choose. Each of these spells counts as a Sorcerer spell for you. Once you gain a Divine Spell, you always have it prepared, and it does not count against the number of spells you can prepare each day.
When your Spellcasting feature lets you learn or replace a Sorcerer cantrip, you can choose the new spell from the Cleric cantrip spell list or the Sorcerer cantrip spell list.
Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Cleric spell list.
Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you cannot use it again until you finish a Short or Long Rest, unless you spend 3 Sorcery Points to use it again.
When you reach a Sorcerer level specified in the Tempest Domain Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Fog Cloud, Gust of Wind, Shatter, Thunderwave |
| 5 | Call Lightning, Sleet Storm |
| 7 | Control Water, Ice Storm |
| 9 | Control Winds, Destructive Wave |
The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of Hit Points a spell restores, you can spend 1 Sorcery Point to reroll any number of those dice once, provided you don't have the incapacitated condition. You can use this feature only once per turn.
Additionally, while under the effect of Innate Sorcery, this range increases to 30 feet and the healing is increased by the spell's level times the Save DC Bonus of your Innate Sorcery.
As a Bonus Action (which is considered a Magic acction), you manifest spectral wings. While the wings are present, you have a Fly Speed equal to double your current Speed amd are immune to the Prone condition. The wings last until you have the incapacitated, you die, or you dismiss them (no action required).
The spark of the divine in you grants the ability to overcome fatigue and grievous injuries. You do not suffer Exhaustion from dropping to 0 Hit Points, and whenever you decrease your Exhaustion level, decrease it by an additional 1.
You gain the ability to overcome grievous injuries. As a Bonus Action when you have fewer than half of your Hit Points remaining, you can regain a number of Hit Points equal to half your Hit Point maximum.
Once you use this feature, you cannot use it again until you finish a Long Rest.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
| Level | Features |
|---|---|
| 3 | Divine Magic, Favored by the Gods, Trickery Domain Spells |
| 6 | Empowered Healing |
| 14 | Otherworldly Wings |
| 18 | Unearthly Recovery |
You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table. The spells are based on the Domain to choose. Each of these spells counts as a Sorcerer spell for you. Once you gain a Divine Spell, you always have it prepared, and it does not count against the number of spells you can prepare each day.
When your Spellcasting feature lets you learn or replace a Sorcerer cantrip, you can choose the new spell from the Cleric cantrip spell list or the Sorcerer cantrip spell list.
Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Cleric spell list.
Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you cannot use it again until you finish a Short or Long Rest, unless you spend 3 Sorcery Points to use it again.
When you reach a Sorcerer level specified in the Trickery Domain Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Charm Person, Disguise Self, Mirror Image, Pass without Trace |
| 5 | Blink, Dispel Magic |
| 7 | Dimension Door, Polymorph |
| 9 | Dominate Person, Modify Memory |
The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of Hit Points a spell restores, you can spend 1 Sorcery Point to reroll any number of those dice once, provided you don't have the incapacitated condition. You can use this feature only once per turn.
Additionally, while under the effect of Innate Sorcery, this range increases to 30 feet and the healing is increased by the spell's level times the Save DC Bonus of your Innate Sorcery.
As a Bonus Action (which is considered a Magic acction), you manifest spectral wings. While the wings are present, you have a Fly Speed equal to double your current Speed amd are immune to the Prone condition. The wings last until you have the incapacitated, you die, or you dismiss them (no action required).
The spark of the divine in you grants the ability to overcome fatigue and grievous injuries. You do not suffer Exhaustion from dropping to 0 Hit Points, and whenever you decrease your Exhaustion level, decrease it by an additional 1.
You gain the ability to overcome grievous injuries. As a Bonus Action when you have fewer than half of your Hit Points remaining, you can regain a number of Hit Points equal to half your Hit Point maximum.
Once you use this feature, you cannot use it again until you finish a Long Rest.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
| Level | Features |
|---|---|
| 3 | Divine Magic, Favored by the Gods, Twilight Domain Spells |
| 6 | Empowered Healing |
| 14 | Otherworldly Wings |
| 18 | Unearthly Recovery |
You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table. The spells are based on the Domain to choose. Each of these spells counts as a Sorcerer spell for you. Once you gain a Divine Spell, you always have it prepared, and it does not count against the number of spells you can prepare each day.
When your Spellcasting feature lets you learn or replace a Sorcerer cantrip, you can choose the new spell from the Cleric cantrip spell list or the Sorcerer cantrip spell list.
Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Cleric spell list.
Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you cannot use it again until you finish a Short or Long Rest, unless you spend 3 Sorcery Points to use it again.
When you reach a Sorcerer level specified in the Knowledge Domain Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Faerie Fire, Moonbeam, See Invisibility, Sleep |
| 5 | Aura of Vitality, Tiny Hut |
| 7 | Aura of Life, Greater Invisibility |
| 9 | Circle of Power, Mislead |
The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of Hit Points a spell restores, you can spend 1 Sorcery Point to reroll any number of those dice once, provided you don't have the incapacitated condition. You can use this feature only once per turn.
Additionally, while under the effect of Innate Sorcery, this range increases to 30 feet and the healing is increased by the spell's level times the Save DC Bonus of your Innate Sorcery.
As a Bonus Action (which is considered a Magic acction), you manifest spectral wings. While the wings are present, you have a Fly Speed equal to double your current Speed amd are immune to the Prone condition. The wings last until you have the incapacitated, you die, or you dismiss them (no action required).
The spark of the divine in you grants the ability to overcome fatigue and grievous injuries. You do not suffer Exhaustion from dropping to 0 Hit Points, and whenever you decrease your Exhaustion level, decrease it by an additional 1.
You gain the ability to overcome grievous injuries. As a Bonus Action when you have fewer than half of your Hit Points remaining, you can regain a number of Hit Points equal to half your Hit Point maximum.
Once you use this feature, you cannot use it again until you finish a Long Rest.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
| Level | Features |
|---|---|
| 3 | Divine Magic, Favored by the Gods, War Domain Spells |
| 6 | Empowered Healing |
| 14 | Otherworldly Wings |
| 18 | Unearthly Recovery |
You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table. The spells are based on the Domain to choose. Each of these spells counts as a Sorcerer spell for you. Once you gain a Divine Spell, you always have it prepared, and it does not count against the number of spells you can prepare each day.
When your Spellcasting feature lets you learn or replace a Sorcerer cantrip, you can choose the new spell from the Cleric cantrip spell list or the Sorcerer cantrip spell list.
Whenever you gain a Sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Cleric spell list.
Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you cannot use it again until you finish a Short or Long Rest, unless you spend 3 Sorcery Points to use it again.
When you reach a Sorcerer level specified in the War Domain Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Divine Favor, Magic Weapon, Shield of Faith, Spiritual Weapon |
| 5 | Crusader's Mantle, Spirit Guardians |
| 7 | Freedom of Movement, Stoneskin |
| 9 | Circle of Power, Hold Monster |
The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of Hit Points a spell restores, you can spend 1 Sorcery Point to reroll any number of those dice once, provided you don't have the incapacitated condition. You can use this feature only once per turn.
Additionally, while under the effect of Innate Sorcery, this range increases to 30 feet and the healing is increased by the spell's level times the Save DC Bonus of your Innate Sorcery.
As a Bonus Action (which is considered a Magic acction), you manifest spectral wings. While the wings are present, you have a Fly Speed equal to double your current Speed amd are immune to the Prone condition. The wings last until you have the incapacitated, you die, or you dismiss them (no action required).
The spark of the divine in you grants the ability to overcome fatigue and grievous injuries. You do not suffer Exhaustion from dropping to 0 Hit Points, and whenever you decrease your Exhaustion level, decrease it by an additional 1.
You gain the ability to overcome grievous injuries. As a Bonus Action when you have fewer than half of your Hit Points remaining, you can regain a number of Hit Points equal to half your Hit Point maximum.
Once you use this feature, you cannot use it again until you finish a Long Rest.